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zgmrvn

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Everything posted by zgmrvn

  1. 1.2.1 released. Some fixes and script enhancements to prevent bugs. File in first post ;)
  2. i'm following this thread from the first day since to me it is the most realistic/optimised/reliable sound mod, good job and keep going on :D
  3. Default helicopter commands are not logical (pedals and half cyclic on mouse instead of full cyclic on mouse, which would have been logical since in a real helo pilot has all the cyclic in one hand : the stick), so if you redefine cyclic on the mouse, it's impossible to control parachute because you have freelook and turn left/right on the same control.
  4. Sorry but useless to me, gadget and may cause more problems than anything else
  5. Hi, I'm part of team playing milsim style since Arma 2. We used to have ACE2 at the heart of our modset, and we are looking forward to the release of ACE3. Most of the announced features look great, but I'm still sceptic about one of them: the gesture/hand signaling system. One has to admit that this system is unusable in a real combat situation. Because of the GUI, it's not possible to execute a hand signal and keep the action pace, furthermore the animations are of pour quality, most of them are hard to identify clearly. We have created our own gesture addon: THS. It allows the player to execute quick hand signals made in the purpose of being recognizable and tacticaly efficient in most circumstances. THS uses keyboard shortcuts that lets you trigger hand signals in a fast and simple fashion, even at the heart of action. The point of this message is to ask if you would like to integrate THS to ACE3, as a remplacement of the current system. We would be thrilled to contribute to the ACE3 project and we would gladly work together with the ACE3 team to adapt THS to ACE3 specific needs, in technical terms as well as gameplay terms.
  6. THS 1.2.0 released, 2 new animations "hold" and "warning" for a total of 8 gestures. this mod tries to provide a slient way to communicate :/, why do not just speak in your mic ?
  7. 2 screens i made a year ago and 2 recents for THS Mod
  8. 1.1.1 released. Updated to support new CBA key binding system, link in first post new animations should arrive next weekend kecharles28, if you'r human, is it possible to regenerate playWithSix banner with a screen or new logo ?
  9. hey, it should be updated tonight
  10. zgmrvn

    Magpul Masada Type ACE

    my prayers have been answered hope there will be long/short barrel versions :) that is the question :
  11. PlayWithSix guys are fast ^^ so, v1.1.0 has been released, Emperias made 2 new animations we hope you will enjoy (engage and point), he is also working on 2 more animations :). we also made some beautiful screens and fixed few bug, more informations in the first thread :)
  12. publicVariable : "Limitations: Cannot use reserved names, such as "player" or "west" or "side", etc. It is also not possible to transfer references to entities which are local, like scripts, displays, or local objects. Team Member is also not supported." maybe its the reason of your problem
  13. this is because _playerUID will live only during EH execution, his scope is local to EH, try to store uid in a global var then log it
  14. you cannot see messages displayed on server because they are server side. it could work in local but here is what the wiki says about addPublicVariableEventHandler : "EH will not fire on the machine that executed broadcast command, only on the machines that receive the broadcast." you have to callback a new brodcast to every players. You could try something like this : // client side - what client should do on recieve ME_fnc_test = { systemChat format["Player Server %1", _this]; }; // server side - what server should do on recieve ME_fnc_test = { // no systemChat because nobody will see it }; // client side, when you want to broadcast [[player, getPlayerUID player], "ME_fnc_test", true, false] call BIS_fnc_MP; // this will run ME_fnc_test on my machine too BIS_fnc_MP is very usefull, you can filter the destination : ["hello", "ME_fnc_test", true, false] call BIS_fnc_MP; // server, players ["hello", "ME_fnc_test", false, false] call BIS_fnc_MP; // server only ["hello", "ME_fnc_test", nil, false] call BIS_fnc_MP; // players only, even me ["hello", "ME_fnc_test", _obj1, false] call BIS_fnc_MP; // to the machine where _obj1 is local ... https://community.bistudio.com/wiki/BIS_fnc_MP
  15. zgmrvn

    Error with my script

    getVariable has a syntax that returns a default value, this way, you don't get an error if variable has not been set yet. _result = _thing getVariable ["myValue", "defaultValueIfMyValueDoesNotExist"]; waitUntil { (_A10C getVariable ["Rearming_done_switch", 0]) == 1 };
  16. 1.0.4 released, fixed a little mistake, sorry :(, file and change log in fist post
  17. @Belbo, it's fixed, the archive now includes both .bisign and .bikey :rolleyes:
  18. this is actually bisign ;), first time i do this and if the concept is clear for me, words aren't yet
  19. Hey guys, as requested, mod has been signed. Download in first thread
  20. hi, thanks for your feedback. Let me explain how this shouldertap has been coded when static, it shouldertaps the guy which is the most in front of you, distance regardless. when moving, it's the same but based on velocity vector, that mean if you straf left and there is a guy on your left and another one in front of you, the shouldertaped guy will be the left one.
  21. hey, ok, i take a look this week ;)
  22. as Sniperwolf572 said, use modulo (%). Modulo return the rest of a division
  23. We do, only squad leader and second has short range radios. All depends where you put difficulty cursor. VTS uses default game gestures which aren't really pratical, clear or even necessary. Curently, we reduced animations to essentials. Thanks to kecharles28 and Foxhound for having relayed it on WithSix and Armaholic ;)
  24. Hi, for a mod i'm working on i use CBA key binding system but i get an error i can't fix, here is the rpt : 20:35:51 Error in expression <ionName, [_defaultKeybind, _keybindData select 1]] call bis_fnc_setToPairs; } el> 20:35:51 Error position: <select 1]] call bis_fnc_setToPairs; } el> 20:35:51 Error Zero divisor 20:35:51 File x\cba\addons\keybinding\fnc_registerKeybind.sqf, line 76 it has been reported on devHeaven 4 month ago : https://dev.withsix.com/issues/75433 does somebody has this issue too ?
  25. https://community.bistudio.com/wiki/Code_Optimisation#Removing_elements_from_an_array _array = ["orange", nil, "Apple"]; { if (isNil {_x}) then { _array set [_forEachIndex, objNull]; }; } forEach array = array - [objnull];
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